Going Medieval cover
Going Medieval screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Going Medieval

Medieval Monday Talk #74 - New Entertainment

[p align="justify"]Greetings, medievalists!
[/p][p align="justify"]Since our Early Access journey, the only entertainment activity settlers in the game could do is playing backgammon table. We wanted to introduce new buildings for entertainment purposes, but we wanted to tie it to an existing system but make them somewhat different. That is our design philosophy when it comes to Going Medieval. Yes, we could put in new buildings, but if their only purpose was to fill out the entertainment activity bar, then why not just use a backgammon table?[/p][p][/p][p align="justify"]We pondered a bit on this and yeah... sometimes you just need to go for the vibes and provide content variations. Hence why we are introducing 3 new entertainment buildings. We are going for activities that are relevant to the region and period of the game.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/0e183bc8d29a44e12d7374dcc9c1c1d6d091dc42.png"][TAG-10][/p][p align="justify"]Popular in Tudor times, Shovelboard was played by the English upper classes on enormous narrow tables as long as 30 feet (9 meters). Players shoved metal weights down the tables, attempting to get them as near to the other end of the table without falling off. Presumably, the game is a formalized version of a pastime played on the long dining tables of the upper classes after dinner. Shovelboard can be played by one settler.[/p][p][/p][p align="justify"]Quoits is a traditional game which involves the throwing of metal, rope or rubber rings over a set distance, usually to land over or near a spike (sometimes called a hob, mott or pin). Quoits is played by one settler.[/p][p][/p][p align="justify"]Skittles, or nine pins, is a precursor to modern bowling where players roll a ball at nine pins set in a diamond formation to knock them all down. The general object of the game is to use the ball(s) to knock over the skittles, either specific ones or all of them, depending upon game variant. Exact rules vary widely on a regional basis. It is a historical lawn game and target sport of European origin. Two settlers can use skittles.[/p][p][p align="justify"]However, there is going to be a new condition in the game. We will change how the entertainment goal works. Settlers will get bored with them and can even get negative mood buffs when there is only one type of entertainment available. These negative mood buffs are available only when the settlers have medium or higher expectations (so it won't happen in the first couple of days). And that’s a good enough reason to introduce new entertainment buildings. :D
[p align="justify"]Soon, your settlers will be able to take a break from backgammon. What a time to be alive![p][p align="justify"]Also, join our Discord server as we are working on new songs and the community there suggests song names. After suggestions are compiled, folks vote for the title they like the most and that usually ends up being the final song name. 
[p align="justify"]How do these things sound to you? Let us know in the comments and expect some pretty cool news soon. Until then...[p align="justify"] [p align="justify"]Stay medieval![p][p]Foxy Voxel [p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook

Patch Notes (0.27.16)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.27.16) is now live on all platforms on the main branch and experimental branch. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.[/p][p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that caused Settlers to abort production randomly halfway through and go do something else.[/p]
  • [p]Fixed the issue that made fainted Settlers stand up (but still remain fainted as far as the game’s logic is concerned) if you drop their equipment.[/p][p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p][/p][p]DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Medieval Monday Talk #73 - Bees & Corpses

[p align="justify"]Greetings, medievalists!
[/p][p align="justify"]No, this is not a sequel to that Jerry Seinfeld animated movie. We are continuing our Quality of Life improvements that we mentioned last week. First, let's talk about the bees.
[/p][p align="justify"]Yes, we are aware of your skeps exploit. But also, we wanted to do this for a while now - skep efficiency in relation to flora.
[/p][p align="justify"]The idea is to increase skep production speed based on plants surrounding it. Every plant will add a certain amount of % until it gets the maximum amount of 120%.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/05b61cffe7812997a2c644556b6f054641d9f01f.png"][/p][p]Keep in mind that some plants will not affect this (such as dead trees, grass and mushrooms), weather elements can slow it down and presence of another skep nearby will also be a deciding factor.
[/p][p]Honey itself will be turned into a secondary ingredient, meaning that you will be able to use it as a resource to create lavish meals. Lavish meals will not be a one thing, but a food type group. Combine honey with other things to get various delicious courses - mix honey and meat to get glazed meat, combining honey and barley will give you honey crisps and honey with vegetables will get you glazed vegetables. You get it. Also, nothing prevents your settlers from eating raw honey, tho.
[/p][p]We’ll talk about secondary ingredients in the official log when the time comes, but for now here is a list of simple and lavish meals that you will be able to create with this change.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/3bfd4cca67177ed094894c2afc3021258c24f101.png"][/p][p]All in all, this should be a more exciting (and somewhat realistic) way to play the game.[/p][p][/p][p align="justify"]Another thing that annoys you are corpses. A raid appears, you defeat them and end up with a bunch of corpses and forbidden equipment and clothes on the map.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/b5efacd697e70adf9aee0eefd5a092b83a206eac.png"][/p][p]We'll streamline this, too. Once the enemy dies it will look like this:[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/78bcd5c950d140dc5f5fdaf1d8b732a8e9b3e0a4.png"][/p][p]Clothes, armors, shields and weapons will stay on the bodies!
[p align="justify"]Relocating these corpses will relocate their belongings, too. If you want to use a corpse for production (like butchering or pyre), they'll drop their things before being submitted to the production building.
[p align="justify"]So how do you take their stuff if you want to do so? By selecting them and choosing the Strip button. Then, settlers with the hauling job will approach the body and strip them.

One thing to note here is that with the upcoming update, clothes from the dead will have a tainted mark. Those types of clothes will not be as valuable and will provide a negative mood to most settlers. Worry not - you can choose via the manage tab/stockpile, wardrobe and armor rack for settlers to avoid these types of clothes.
[p align="justify"]We'll talk more in the official log about how this stuff affects other segments like caravan travel, using graves, etc. but for now this is enough.
[p align="justify"]How does it sound to you? Let us know in the comments and see ya in a week with a big MMT. Until then...
[p align="justify"]Stay medieval![p][p]Foxy Voxel [p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook

Medieval Monday Talk #72 - Grand Objectives

[p align="justify"]Greetings, medievalists![/p][p]Right now, you'd play the game, you'd get good at it and after some time you'd reach 100% on the map, a pop up would appear acknowledging that and... That would be it?[/p][p][/p][p]Ever since we entered Early Access we wanted to have a proper endgame, something clear, something that will work as a final goal.[/p][p][/p][p]Hence why we are removing influence from the game. Honestly, it didn't do much except showing that numbers would go up. We are replacing it with the Global Stats system.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/54f8211c62f3daff15a4838dbf2e441c2dc15ff6.png"][/p][p]Global stats are these global counters that are increased and decreased by your actions. We are going to have several of them and they'll track what you do. For instance, when you win a battle, the Military Renown stat will be increased. When you kill an innocent NPC, the Infamy Stat increases etc.[/p][p][/p][p align="justify"]Once one of these Stats reaches 100%, you will be able to accept a grand objective tied to it.You can accept only one of those.[/p][p][/p][p align="justify"]A grand objective is a collection of specific actions that will happen within your settlement and are going to be tied to certain events/moments.[/p][p][/p][p align="justify"]Let's take the Oak Brethren stat and the objective as an example. You’ll increase that stat by leveling your druid and holding rituals. Once you accept the grand objective, a pilgrim might appear as an event and they'll show you the location of a dying mighty oak - a last stand of sacred oak trees that once flourished in these lands.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/d8fd018630ae960eca886951d288845f69abc49f.png"][/p][p]Send someone to find it and extract the mighty oak sapling from it…[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/172df44fa09c8f76e842ae60e5544f99f358fafa.png"][TAG-40][/p][p]…and bring it to your settlement. Plant it somewhere on your map and once it grows, build an Oak Brethren Sanctuary around it.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/e2f1c0f1261603f7152766d7347d0f799a9592ab.png"][/p][p]Keep in mind that this tree will turn massive during its growth, so be sure to provide it with enough space.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/42fbd275af929cf57d30cfcb49094c3a5fc410a8.png"][/p][p]Other pilgrims will come to witness the wonder and spread the word of your religious influence.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/e86f40b000afed239e0dcd0cb1fcc736376fd414.png"][/p][p]After enough pilgrim’s visits, all the restitutionist settlers (the opposing faith) will leave your base and your settlement will become the region's religious center and you'll "finish" the game. Congrats!
[/p][p align="justify"]Nothing stops you from continuing the game, but you can also start anew since we plan to have 5 different grand objectives and achievements tied to them - we'll “show” them in the official log when that is ready.
[/p][p align="justify"]In the meantime, let us know how this sounds to you. Share your thoughts in the comments and we are continuing our MMT next week. What a time to be alive! Until then...[p][p align="justify"]Stay medieval![p][p]Foxy Voxel [p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook

Medieval Monday Talk #71 - More Roles & Events

[p align="justify"]Greetings, medievalists!
[/p][p align="justify"]Let's talk about new roles and events tied to them. It's been a while since we introduced this system and we've read your suggestions about the new stuff.
[/p][p align="justify"]We've been pondering about what types of roles we want to include - remember, in Going Medieval you control a small settlement in which every person has some kind of a purpose. The roles we are introducing should be applicable to anyone, with certain people having more benefits from them, than others.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/c1708acf13c3b00d35e288bb1169cd3508bce6f4.png"][/p][p]Librarian - This role is about learning skills and XP. Using the new textbooks (14 unique books that the player finds or purchases) the librarian can teach other settlers and give them XP for that specific skill from the textbook.
[/p][p align="justify"]Sergeant-At-Arms - The Military role. They'll move around in the training room, boosting preference and XP retention as well as speed of settlers training. This person has to have skill in both melee and ranged combat.
[/p][p align="justify"]Broker - This role is all about money but is also the "weakest" of the bunch.  As they level up, you will get better prices by using them in trade. This also applies to other types of trades. They’ll be able to strike a trade deal with brokers from other factions that will in turn demand something. This could also lead to them coming more to your settlement, offering specific stuff and/or more coins. To utilize Broker potential, you’ll have to build a Treasury - a new room type dedicated to chests and cartography tables.[/p][p][/p][p align="justify"]Some of these roles will have player triggered events tied to them, such as…[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/1648a1a826bac5ddd15ce78297debe1693161b8f.png"][TAG-30][/p][p]Study Group - You'll be able to trigger this event in the library, and it can give a nice boost in XP to settlers listening to the librarian read from the book. You will need a Scholar's Lectern for holding an event and an Ornate Shelfbook as a place to store those textbooks.
[p align="justify"]Martial Training - You can trigger this event in the training room (new room type that we are going to introduce) and choose if the event will boost training speed for melee or marksman skill.
[p align="justify"]But this is not all - these roles, both new and the old ones, will be important for grand objectives - endgame content that will provide a goal for your settlement to strive toward.
[p align="justify"]More about that in seven days. Stay tuned and...[p][p align="justify"]Stay medieval![p][p]Foxy Voxel [p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook

Medieval Monday Talk #70 - Manage 2.0

[p align="justify"]Greetings, medievalists![/p][p align="justify"][/p][p align="justify"]Let's continue our series where we're working on stuff that you've been requesting. The Manage tab is located in the upper part of the screen. It's a window that helps you assign settlers' equipment.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/6aff42570efa4127b6d1802e987e30cc7b9ab857.png"][TAG-10][/p][p]It did an okay job, but its functionality can be streamlined and improved. Observe the new version.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/8c2c5bc7eccf0d297801eb66d1a4e08b8596cfe6.png"][/p][p]All those manage weapons, shields, headgear, apparel and armor sections will be grouped in two categories where you'll be able to manage all of them.
[/p][p align="justify"]We'll be dropping the drop weapon button (hehe). You can still perform that action by selecting a settler, but we are removing it from the manage tab to keep the tab itself as clear as possible.
[/p][p align="justify"]And you've requested to implement a copy/paste function to manage presets, so it's about time we implement that, too. You'll be able to apply one preset to all settlers with the paste all function.
[/p][p align="justify"]Remember those rally points that we mentioned in our previous MMT? Rally point checkmark is there to show if a settler needs to respond to the Rally point call. That way you can control the settler's activity via the Manage panel!
[/p][p align="justify"]The final thing we've implemented, and this has been requested a lot, is the ability to change clothes automatically based on seasons. By selecting the edit of apparel profile, you can choose what type of clothes/armor should be wearable in what time of year.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/e6bd86a9195739f3061f009da6ff99dafd8b3705.png"][/p][p]Another check box present both here and in the edit of weapon presets is Force Un-equip - right now, if you change the presets (let’s say from All Apparel to No Apparel) the settler would immediately drop it. With force un-equip checkbox turned on, they’ll instantly drop things that don’t have a checkmark. This will hopefully give you better control, especially when it comes to yearly overrides. 
[p align="justify"]And this would be all for this MMT. We're very happy with this upgrade, but let us know in the comments if we missed something here. There is still more to do, more stuff to talk about while you wait for these features. See ya next week. Until then...[p][p]Stay medieval![p][p]Foxy Voxel [p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook

Patch Notes (0.27.15)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.27.15) is now live on all platforms on the main branch and experimental branch. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.[/p][p][/p]

Bugs and fixes

  • [p]Fixed the issue that incorrectly marked some blueprints red after reloading.[/p]
  • [p]Fixed the issue that prevented roofs from being constructed after reloading.[/p]
  • [p]Fixed the issue that made blueprints spawn resources upon destruction due to instability.[/p][p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p][/p][p]DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Medieval Monday Talk #69 - Rally Points

[p align="justify"]Greetings, medievalists![/p][p align="justify"][/p][p]Let's talk about another thing you've been vocal about. Let's talk about combat management. Right now, once the raid on your settlement starts, things can get... micromanagy. Draft settlers next to a gate, put some archers on the wall, assign someone to a siege weapon... you know the drill.[/p][p][/p][p align="justify"]We want to save you some time with these actions and that's why we'll be introducing rally points. Once you build a rally point, select what settlers you want to tie with it and with what stance. Once the time for fight comes, use the alarm button within the rally point will draft selected settlers and make come to it:[/p][p]Alright, but this doesn't solve the issue, it just compartmentalizes it. Depending how many enemies spawn during the raid and how many settlers you have, selecting every rally point and using its alarm button could also drag a bit.
[/p][p align="justify"]That's why we are introducing Bell! With the bell, you'll be able to activate all of the rally points. You can even customize which one you want to activate and even jump to their location.[/p][p align="justify"]All of this should make the flow of combat (or preparation for it) a much better experience. Niiiiiice.[/p][p][/p][p align="justify"]How does it all sound to you? Let us know in the comments. This will come in the next big patch, but still working on fine tuning stuff. There are still more talks to do, more awesomeness to reveal. See ya in a week. Until then...[/p][p][p]Stay medieval![p][p]Foxy Voxel [p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook

Medieval Monday Talk #68 - Drawbridge

[p align="justify"]Greetings, medievalists![/p][p][/p][p align="justify"]We’ve teased drawbridges a couple of times. You can’t have castles without them (you totally can, but… you know…) and nothing screams ‘medieval’ like a nice drawbridge.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/19c7b7eb5a427ca86caeee90dbf48f71ff746158.png"][/p][p]It took us a bit of time to figure out how to approach the design. Conceptually, it would function similar to gates with the option to keep them locked and unlocked, or in this case - raised or lowered. But how and where to place and trigger lowering mechanics? In most castles, bridges would be raised or lowered using ropes or chains attached to a windlass in a chamber in the gatehouse above the gate-passage. Such construction in our game, albeit realistic, would introduce unnecessary complexity and require a lot of space to be placed.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/b8e67d2d4623a20274eef7527e3e7d161da72a88.png"][TAG-20][/p][p]So we chose the simplest approach - the mechanism will be close to the bridge and settlers would activate it by approaching it. But the other part of the issue was enemy AI. The old AI logic wouldn’t work with this mechanic where you would simply turn off/on the pathway as you see fit. So we had to improve that first before we made drawbridges functional. Now we are good to go!
[/p][p align="justify"]As used in castles or defensive structures, drawbridges provide access across defensive structures when lowered, but can quickly be raised from within to deny entry to an enemy force. Items will not spawn on lowered drawbridges, but if something is beneath the bridge during the lowering process, those things will take damage. Behold:[/p][p]We’re still playtesting it and trying out various scenarios but the system is almost functional. Should be on the experimental branch in the upcoming weeks (we'll let you know). How do you like it? Let us know in the comments. Until next time…[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook

Patch Notes (0.27.14)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.27.14) is now live on all platforms on the main branch. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.[/p][p][/p]

Quality of Life Improvements

  • [p]Tweaked Settler construction and mining AI a bit more, so it acts a bit smarter now. Simply put, they’ll reserve 3 tasks to construct/deconstruct/mine, to avoid unnecessary idling. They’ll also commit to finishing one mining block before tackling another one. Settlers will also prefer jobs closer to them.[/p]
  • [p]Lightened the load on CPU based operations slightly, which should result in somewhat better performance.[/p][p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where the Y position of your Settlers was incorrectly written in their info panel.[/p]
  • [p]Fixed the issue in which Settlers would block themselves after constructing a building.[/p]
  • [p]Fixed the issue which caused buildings to not spawn resources after collapsing due to stability.[/p]
  • [p]Fixed the issue where small rooms were detected under stairs.[/p]
  • [p]Fixed the issue that caused wall, door or window bridges to not lose their walkability after deconstructing in certain cases.[/p]
  • [p]Fixed the issue where roofs would appear offset after reloading the save.[/p]
  • [p]Fixed the issue where Filling Barrels was listed as a stewarding task instead of hauling, when right click prioritizing the goal.[/p][p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p][/p][p]DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]